Besides WR/DB interactions, what other gameplay improvements are you hoping to see?

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  • SageInfinite
    Stop The GOAT Talk
    • Jul 2002
    • 11896

    #31
    Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

    Animation, and the quality of the animations is one of my biggest gripes. Some of the stuff I see in this game I can't believe made it into the game. I mean some stuff doesn't even look human. I can't imagine it being mo-capped that way. Also some of the mo-cap direction is bad. Some of the moves don't look like professional athletes.

    The QB animations alone are embarrassing at times. Why have sig QB animations if they don't trigger for certain throws? I shouldn't have Tom Brady and Aaron Rodgers throwing like Tim Tebow motion wise. Also it seems like the styles haven't been touched since they were added in Madden 12. Guys like Andrew Luck, RG3, Russell Wilson all come off generic with their stance and animations. Every starting QB should have a unique style and animations to go along with it. Also Every throw should be captured with that distinct style. Not just one animation. Throws to the left, right, screen passes, throwing on the run, short throws, deep throws, everything.

    This goes for almost every offensive position. Defense as well. The game is just way too generic. Which wouldn't be horrible, but the generic animations are also bad. Which is one reason why the game gets stale so quickly. The spastic stiff robotic goofy animations must be fixed.

    That coupled with poor AI just kills the game after awhile for me. I just need more out of a football game at this stage. I'm just waiting for Madden to catch up with the generation.
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    • SageInfinite
      Stop The GOAT Talk
      • Jul 2002
      • 11896

      #32
      Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

      Originally posted by TexasFan2005
      <iframe class="imgur-embed" src="http://i.imgur.com/14c72tO.gifv#embed" frameborder="0" height="404" width="100%"></iframe>
      Just look at the end of the play how four players use the same animation at the same exact time. SMH. That type of stuff just looks bad. If it was once every 1,000 plays fine, but stuff like that happens far too often. The game just lacks variety. It's just not an intelligent looking or playing game.
      Last edited by SageInfinite; 05-20-2015, 01:33 PM.
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      • Armor and Sword
        The Lama
        • Sep 2010
        • 21789

        #33
        Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

        Originally posted by Jr.
        This so much. I could handle issues with the gameplay, but the confidence mechanic caused me to drop out of a CFM I helped start 3 years ago. I'm not very good at the game, and once I went 3-13 in the 1st season, it was nearly impossible for me to have any kind of success going forward.

        Even in my "good" games I lost confidence because I don't gain a ton of yards on offense. 14/20 180 yards and a TD and I would have a -3 net in confidence. My DB has 2 knockdowns and he loses 4 confidence because he didn't catch it.

        Okay idea, just terrible implementation that needs adjusting so badly. If it's done the same way, I'm probably going to skip this year because it's just not worth the trouble.
        Agreed 1000% it made playing in an sim online CFM impossible for me.

        If they can't revamp it....then give the league an option to toggle off the confidence mechanic. But then they would have to grey out the confidence options in game prep.

        So...who knows if it can be done.

        But it needs to be overhauled to reset every season back to 50 across the board at the very least.

        As far other improvements?

        A robust functioning penalty system

        A dynamic and realisitc injury system ala HC09

        I am very curious to see the revamped scouting and draft being touted for 16.
        Last edited by Armor and Sword; 05-20-2015, 12:56 PM.
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        • alexander_37
          Rookie
          • Mar 2014
          • 209

          #34
          Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

          Make difficulty vs cpu actually matter.

          Instead of turning up the sliders make them more creative. The only difference between all pro and all madden is the cpu makes 90%+ pass conpletion instead of 70-80


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          • 4thQtrStre5S
            MVP
            • Nov 2013
            • 3051

            #35
            Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

            Animations are a big issue, yet still behind fundamental game play and working attributes and sliders, with descriptions of how they all work together..


            One of the animation issues that bothers me is the collision stuff; more so than the goofy running...People bouncing off each other like they are beach balls..A player gets ht and they are knocked back about 7 yards, etc etc...We have all seen this stuff...

            As a person that loves to run the ball, getting stuck on the back of my linemen is very annoying and an issue I thought we were told was fixed for M15....

            Also, I shouldn't have to jump over a players' foot to avoid tripping; the runner should have that awareness to step over another players' feet..

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            • SolidSquid
              MVP
              • Aug 2014
              • 3159

              #36
              Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

              Originally posted by TexasFan2005
              I think gang-tackling needs to be improved drastically, but it all goes back to having smoother animations overall in the base engine. The animations now are just ridiculous and once a defender is tackling a player who's locked into a certain animation, the other would-be tacklers are rendered useless:

              <iframe class="imgur-embed" src="http://i.imgur.com/c43NhLO.gifv#embed" frameborder="0" height="404" width="100%"></iframe>


              Look at how Lynch is floating when he's locked into his animation and being "tackled." His feet aren't planted to the ground any more.


              <iframe class="imgur-embed" src="http://i.imgur.com/14c72tO.gifv#embed" frameborder="0" height="404" width="100%"></iframe>


              Also, in real life, we see many times RB's run 1-2 yards straight into the line and be wallowed up by defenders. In Madden, if you run straight into the line it'll take at least a couple of seconds to trigger a wonky animation and have the RB just fall on his stomach with his carrying arm twisted around his back. It looks awful.

              We also desperately need new ball carrier animations not just for unique running styles, but the way they protect the ball when they're tackled. These tackle animations where the ball carrier has just one hand on the ball is an enormous eye-sore.
              It's 2015 how is this stuff still acceptable. Guys fall toward and defenders can do nothing to stop them. Considering football is known as a game of inche's you think it would be a priority to get things like this taken care of. A force field stumble for 3+ yards is absolutely unacceptable.

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              • SageInfinite
                Stop The GOAT Talk
                • Jul 2002
                • 11896

                #37
                Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

                I'd also like to see a NFL Playoff mode with playoff atmosphere. Would like a gameday mode as well, like the other sports games have where you can play the current matchups of the day with the exact roster, times, and conditions.
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                • Jarodd21
                  Hall Of Fame
                  • Dec 2010
                  • 10556

                  #38
                  Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

                  Originally posted by TexasFan2005

                  <iframe class="imgur-embed" src="http://i.imgur.com/14c72tO.gifv#embed" frameborder="0" height="404" width="100%"></iframe>



                  I'm also hoping they make it a little tougher in the trenches. Runs like this up the middle was way too easy this year no matter what you did with the sliders or the difficulty you played on. DTs would hardly ever penetrate the pocket and blow the run up in the backfield. Short yardage runs was pretty much guaranteed. I'm really hoping were working on this gameplay issue too..
                  Last edited by Jarodd21; 05-20-2015, 02:29 PM.
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                  • oneamongthefence
                    Nothing to see here folks
                    • Apr 2009
                    • 5683

                    #39
                    Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

                    It would definitely be a best of in terms of cfm features. Bring back the best franchise mode features that were in but were taken out.

                    Players need more awareness in certain situations. No more running out of bounds when they're five or more yards from the sidelines especially on 3rd and 4th down.

                    Also the game needs a massive cleanup in animations and the physics engine.
                    Because I live in van down by the river...

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                    • 4thQtrStre5S
                      MVP
                      • Nov 2013
                      • 3051

                      #40
                      Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

                      Originally posted by Jarodd21
                      I'm also hoping they make it a little tougher in the trenches. Runs like this up the middle was way too easy this year no matter what you did with the sliders or the difficulty you played on. DTs would hardly ever penetrate the pocket and blow the run up in the backfield. Short yardage runs was pretty much guaranteed. I'm really hoping were working on this gameplay issue too..
                      I have had sliders that would shut down the run...Even soften the effect of the 01 Trap..

                      THe main problem I see is just play calling by the CPU...A couple of the Sugar plays I know stop the 01 Trap...Human v Human can stop the runs...

                      My fear is, if EA/Tiburon starts tinkering with the run game, which is my favorite, then teams will be lucky to get any yardage...I do not adhere to the idea of trying to get perfect NFL statistic results, especially when playing against the CPU; just impossible...

                      I am fine with EA/Tiburon making a tougher game play level above All-Madden, but I do not like the idea of the main game play being too difficult against the CPU cause that will just get even more difficult against human players..


                      I'll add - in M15, 3-4 defenses play the run better, especially like any game plan with the 3-4 Bear.
                      Zone blitzes seem to work on Traps; such as Mike 3 show 2...Pittsburgh's Game plan seems to do very well at stopping the Trap in general..
                      Last edited by 4thQtrStre5S; 05-20-2015, 03:45 PM.

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                      • Big FN Deal
                        Banned
                        • Aug 2011
                        • 5993

                        #41
                        Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

                        Originally posted by SolidSquid
                        It's 2015 how is this stuff still acceptable. Guys fall toward and defenders can do nothing to stop them. Considering football is known as a game of inche's you think it would be a priority to get things like this taken care of. A force field stumble for 3+ yards is absolutely unacceptable.
                        That's why the past week or so, after looking at physics in other football games, I wonder why EA went with Infinity over RTP, knowing the existing issues with Madden's animations. It would be nice if Madden game play had some kind of physics engine that generated animations on the fly or whatever the accurate terminology is vs IE augmenting existing ones. I'm sure that type of RTP comes with it's own set of issues too but in a game of inches, at least not being able to interact with ball carriers or other players during impact, wouldn't be one of them.

                        To anyone not following what I mean, check out a video of BackBreaker's RTP, that game had plenty of issues but lacking point of impact interactions was not one of them.

                        Comment

                        • SolidSquid
                          MVP
                          • Aug 2014
                          • 3159

                          #42
                          Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

                          Originally posted by Big FN Deal
                          That's why the past week or so, after looking at physics in other football games, I wonder why EA went with Infinity over RTP, knowing the existing issues with Madden's animations. It would be nice if Madden game play had some kind of physics engine that generated animations on the fly or whatever the accurate terminology is vs IE augmenting existing ones. I'm sure that type of RTP comes with it's own set of issues too but in a game of inches, at least not being able to interact with ball carriers or other players during impact, wouldn't be one of them.

                          To anyone not following what I mean, check out a video of BackBreaker's RTP, that game had plenty of issues but lacking point of impact interactions was not one of them.
                          That's what I loved about backbreaker. Was it a great game? Eh not really but one of the biggest parts of football, the contact, was done relatively well. Even when you didn't make a tackle you could do other things like submarining a lead blocker, being that extra guy in the pile that stops the ball carriers momentum, or cleaning up a stumbling ball carrier fighting for the first down.

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                          • 4thQtrStre5S
                            MVP
                            • Nov 2013
                            • 3051

                            #43
                            Re: Besides WR/DB interactions, what other gameplay improvements are you hoping to se

                            I want to see real physics; backbreaker did it...I am tired of seeing a player like HB Eddie Lacy get hit by a CB, they lock into what looks like a bear hugging thing, and then the CB lifts Lacy and tosses him on his back...SMH that takes away from any true NFL feel...

                            So essentially the poor physics of the game removes any immersion that could be had with the game; it feels nothing like being in, or watching an NFL game; or any other football game..

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                            • therealsmallville
                              Pro
                              • May 2011
                              • 940

                              #44
                              Besides WR/DB interactions, what other gameplay improvements are you hoping t...

                              I have an idea regarding kicking. Hear me out:

                              When you're throwing a deep ball, the QB automatically applies power to it based on his throwing power rating, right? We can decide which receiver, and we can use the left stick to put some direction on it, but they only throw as hard as their THP rating lets them. So why do we control the power on FG's? When a kicker in real life lines up for a 50 yarder, I'm sure he kicks it as hard as he possibly can, just like we attempt to do with the current kicking meter, so I see no reason to control it...why not let the Kicking Power rating determine how far my kicker can kick? Let us control the direction like normal, but make the power behind it & the accuracy (in relation to the general direction you chose) automatic based on ratings. I think that would be more realistic. I propose that we only control the direction of the kick, and instead of controlling the power give us some way to control the snap. Perhaps press A/X to snap, press A/X again to catch & place the ball, and then the kicker kicks just like the QB throws. The snap & catch could be tied to a snap & catch rating, which could lead to botched snaps or holds for lower ratings & good holds for higher ratings. And of course, an option to turn it off for online & use the classic set up.

                              In my mind, outside of onside kicks, punting is the only part of the kicking game where we need to control the power.

                              Animations have been well covered here, so I won't bother repeating it. I'd love to see a bunch of specific presentation elements to build the immersion, but this is a gameplay thread so I won't put them here.


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                              • 4thQtrStre5S
                                MVP
                                • Nov 2013
                                • 3051

                                #45
                                Re: Besides WR/DB interactions, what other gameplay improvements are you hoping t...

                                Originally posted by therealsmallville
                                I have an idea regarding kicking. Hear me out:

                                When you're throwing a deep ball, the QB automatically applies power to it based on his throwing power rating, right? We can decide which receiver, and we can use the left stick to put some direction on it, but they only throw as hard as their THP rating lets them. So why do we control the power on FG's? When a kicker in real life lines up for a 50 yarder, I'm sure he kicks it as hard as he possibly can, just like we attempt to do with the current kicking meter, so I see no reason to control it...why not let the Kicking Power rating determine how far my kicker can kick? Let us control the direction like normal, but make the power behind it & the accuracy (in relation to the general direction you chose) automatic based on ratings. I think that would be more realistic. I propose that we only control the direction of the kick, and instead of controlling the power give us some way to control the snap. Perhaps press A/X to snap, press A/X again to catch & place the ball, and then the kicker kicks just like the QB throws. The snap & catch could be tied to a snap & catch rating, which could lead to botched snaps or holds for lower ratings & good holds for higher ratings. And of course, an option to turn it off for online & use the classic set up.

                                In my mind, outside of onside kicks, punting is the only part of the kicking game where we need to control the power.

                                Animations have been well covered here, so I won't bother repeating it. I'd love to see a bunch of specific presentation elements to build the immersion, but this is a gameplay thread so I won't put them here.


                                Sent from my iPhone using Tapatalk

                                I think this is a GREAT idea !!!! I would add that I would like more control when trying an on-side kick....

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